Web
(Evocation)


L^: mu2
-
R#: (1/2")*
-
D^: 2t*
C^: v.s.m
-
CT: 2
-
S^: Neg. or 1/2
A^: S
-
-
MP: 18

Area: The web spell covers a max. AREA of 8 cubic inches,
and the webs must be at least 1" thick,
so a mass 4" high, 2" wide, and 1" deep may be CAST.

Saving Throw: Save is made at -2.
If the save vs. web is made, two results may have occurred.
If the creature has room to escape then he is assumed to have jumped free.
If there is no room to escape then the webs are only 1/2 strength.

Effect: A web spell creates a many-layered mass of
strong, sticky strands similar to spider webs, but far larger and tougher.
These masses must be anchored to two or more points-floor and ceiling,
opposite walls, etc. -- diametrically opposed.
Creatures caught within webs, or simply touching them, become stuck amongst the gluey fibers.
Creatures with less than 13 STR must remain FAST until freed by another or until the spell wears off.
For every full turn entrapped by a web, a creature has a 5% cumulative chance of suffocating to death.
Creatures with STR between 13 and 17 can break through 1' of webs per turn.
Creatures with 18 or greater STR break through 1' of webs per round.
(N.B. Sufficient mass equates to great STR in this case, and great mass will hardly notice webs.)
Strong && huge creatures will break through 1' of webs per segment.
It is important to note that the strands of a web spell are flammable.
A magic flaming sword will slash them away as easily as a hand brushes away cobwebs.
Any fire -- torch, flaming oil, flaming sword, etc. -- will set them alight and burn them away in a single round.
All creatures within the webs will take 2-8 HP of damage from the flames, but those freed of the strands will not be harmed.

DMG: If this spell is CAST without two firm anchoring places,
the webs collapse and entangle themselves,
effectively negating the spell.

MC: A bit of spider web.


Web can effectively entangle several opponents at once.
 

WSG: Can be used to form a “net” beneath a character or an
object in danger of falling, as long as two diametrically opposed
vertical surfaces (two cliff faces close together, for instance) are
available to serve as anchors for the web. For every five feet of
thickness of the web, it can protect a character from a fall of 10
feet; a 10-foot-thick web will stop a fall of 20 feet, one of 20 feet in
thickness will cushion a character who falls 40 feet, and one of 30
feet in thickness or more will stop a fall of 60 feet. If a character
falls more than 60 feet, a web will be of no use; his body will have
built up so much velocity that it will keep falling as though the web
wasn’t there. If a web is used to halt a tumble down a slope, the
distance figures given above are doubled for a severe slope,
quadrupled for a moderate slope, and multiplied by eight for a
gentle slope. For example, a 1 “-thick web will halt a character after
a tumble of 40 feet (or less) down a severe slope; a 2”-thick
web will bring a character safely to a halt after a fall of 160 feet (or
less) down a moderate slope. Of course, the web does not negate
abrasion damage from a tumble, but it does prevent the character
from suffering impact damage.



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"Utzilah qazlem vinaquirem ta puch a ya vi!" (The Dragonlance Saga, Book I : A TSR Graphic Novel)

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